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===Generic Heroes=== *'''Branchwraith''' - If ever there could only be a single unit that could be defined as a "hybrid", branchwraiths would be strong contenders for the title. Not only are they capable melee fighters in their own right, but they have access to a variety of handpicked spells from both the lore of life and lore of shadows. This gives them equal measure of frontline support and damage. Penumbral Pendulum gives you a strong sweeping wind spell that excels at softening harder units for your Wardancers and Rangers. Their additional access to earthblood gives them a cheap multi-target heal that, when paired with Shield of Thorns, will make your frontline units extremely resilient for a brief period of time. AOE aura buffing melee attack is quite nice for your frontline. Best on bladesingers or dryads especially. *'''Waystalker''' - These guys are lord/hero hunters, pretty much strictly designed and specialized for that singular purpose. They can easily vanish from your foe's view thanks to their Master Ambusher ability which, combined with their speed, also allows them to easily kite footlords while blasting them with arrows. A few limited use abilities, like the Arrow of Kurnous, can allow them to deal decent damage and disrupt infantry in a pinch. It can also be reserved for sniping and destroying artillery pieces. Despite being built to hunt characters, Waystalkers are actually only decent melee combatants and will falter against melee-focused foot lords. Only send them in if they're completely out of ammo and/or properly supported by reinforcements. AOE aura buffs missile damage, park by your archers. *'''Spellsinger''' - Your cheap, dedicated mages. Spellsingers, like the purestrain generic mages of other factions, only exist to cast spells and nothing more. Keep these gals behind your front lines and out of harms way if you want their support to last you the battle. If you can spare the coin, consider placing them on elven steeds or unicorns so that they can quickly respond to changing conditions on the battlefield and quickly escape should enemies come for them. You have three flavors to choose from: **'''Beasts Spellsinger''' - A dedicated vector for the mixed lore of beasts, spellsingers of this category are ideal for supporting fellow elves/trees with buffs while contributing occasional bursts of AoE damage. A spare flock of doom can do decent work to clusters of infantry, though you'll get better AoE damage going with a shadows spellsinger. The spellsinger variant of Transformation of Kadon received a fluffy nerf; instead of summoning a feral manticore, now it summons eagles. Eagles are dramatically inferior to the manticore, but they can still be summoned to provide a surprise flank or to tie down enemy artillery in a pinch. probably skip, easily the worst option. **'''Life Spellsinger''' - Your cheapest source for lore of life spells. All in all, you really can't go wrong with her; healing magic is invaluable and can absolutely mean the difference between a winning/losing engagement on the field. You'll get a lot of mileage out of her if you pair her with treemen/forest dragons or Treekin as a frontline. **'''Shadows Spellsinger''' - The lore of shadows is your most offensive choice for your spellsingers, and it's not a bad one. Your two primary offensive spells, the Penumbral Pendulum and the Pit of Shades both deal impressive AoE damage and thus specialize in clearing out armored frontlines. The Pit of Shades also holds the distinct honor of being one of the few stationary vortex spells in the game. This ensures that it'll never randomly roll over your own troops, but it also cannot potentially flow into neighboring enemy formations to cause greater damage, so it's a bit of a trade off there. If nothing else, you can use it to create a zone of denial in chokepoints. *'''Glade Captain (DLC)''' - A baby Glade Lord, Glade Captains are effectively identical to their lord counterparts in form and function. Frankly speaking, being relegated to the hero slot suits them better than the Lord slot, as you aren't sacrificing the offensive prowess of the Sisters of Twilight or Durthu for a generic damage dealer. Having said that, it's still somewhat hard to justify taking a Glade Captain over a Spellsinger or Branchwraith in most multiplayer lists just due to the lack of utility they provide, but if you're in need of a more flexibly inclined damage dealer, Glade Captains are decently suited to the task. However, while it's definitely hard to justify bringing a glade captain to a multiplayer custom match, she's a must include in campaign since she passively increases an army's movement range and grants army wide buffs depending on what mount she has. Giving her a great stag allows cavalry to ignore movement penalties. Giving her an eagle causes hawkriders to instill fear. Taking her on foot allows wardancers and bladesingers to vanguard deploy, which is very effective when combo'ed with the Sisters of Twilight office that gives them stalk stance. Probably best on foot if you want vanguard bladesingers or on stag to accompany great stag knights where she is amazing. Makes great cavalry even better.
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